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About the demo and current situation

The actual demo, as description states, was released at the end of 2009, 2 years after the start of the project (8th December 2007. 5 years ago °_°), for the 2008-2009 game contest of the italian community I'm in.

Second place in absolute and many other nominations and placements.

The demo covers the first 2 boards... it means half the game.
The feedbacks from the players helped me to focus on its flaws:
battle are too difficult for someone, it depends on HOW you distribute the points in the 4 parameters of Nono (health, attack, defense, agility). A very agile Nono has great vantage.
Lily is too frequent and a real pain in the a$$ XD
Other little things here and there, mainly the long term repetitivity of the game, but this is a subjective issue.

From 2009 to ...today I've worked to fix these defects.
I've improved the growing system of Nono, making Attack and Defense more useful (now every 5 points they add a +1 on damage/resistance of the weapon/shield), giving 2 point per level to distribute instead of 1, reduced the maximum number of points needed to fill a parameter, introduced Gloria and her Gym, a service that allow you to redistribute points as you wish if you stuck on a bad sheet.

Lily is now less frequent and the end of the "curse" is no more the start of another, but you have 2 curse-free turns.

Implemented the ability system, Nono now can learn 30 ability reaching precise achievements in combat, ability divided in 10 x 3 class: Ninja, Knight and Valkirie. Added job relative Limit attacks.


More minigames like Whack-a-mole and Dance Dance revolution, enhanced dialogues in the meeting points.

I've redone some fanservice scenes...

I worked hard to mitigate the repetitivity factor, but this has it's limit due to the very nature of the game: in a looping board you can't avoid repetitions and making occasional "events" is impossible cause without a precise end of the board you must potentially have an infinite number of them.

Present day:
the 4th and last board is complete, I'm writing the script of the final boss confrontation, dialogues, gameplay variations, etc. and I'm doing the relative graphics.

What in the to-do list?
The actual final boss programming, final cutscenes + dialogues, special credits roll and ending, balancing the Battle system (since I changed the level up point system and introduced the ability, I haven't tested it and I must reinforce the enemies statistics), betatesting, a sort of game+ save, that allow you to access all the minigames and image gallery (don't know for the image gallery cause 320*240*256color is not the best for photoshop illustrations).
Last but not least a translation ^^

Meanwhile I've opened an official BLOG with fanart, more screenshot and other things.